Пример #1
0
    public void GiveCard(IGamePlayable _character)
    {
        CE_Card _card = PickRandomCard();

        _character.HandCards.AddCard(_card);
        _character.NoteSystem.MatchCard(_card.ID);
    }
Пример #2
0
 public void OnStart(IGamePlayable _gamePlayable, int _dice)
 {
     if (_gamePlayable.CharacterRef != characterRef)
     {
         return;
     }
     diceCount = _dice;
     OnStartTurn?.Invoke();
     Select(true);
     StartCoroutine(AIFSM());
 }
Пример #3
0
    IEnumerator IASuggest()
    {
        if (!isInRoom)
        {
            yield break;
        }
        CE_Card    _pickCharacterCard = CE_GameManager.Instance.GameDeck.GetCard(NoteSystem.PickRandomNotes(CardType.Character).ID);
        CE_Card    _pickWeaponCard    = CE_GameManager.Instance.GameDeck.GetCard(NoteSystem.PickRandomNotes(CardType.Weapon).ID);
        CE_Card    _pickRoomCard      = CE_GameManager.Instance.GameDeck.GetCard(nextRoomInvestigate.ID);
        CE_Suggest _suggest           = new CE_Suggest(_pickCharacterCard, _pickRoomCard, _pickWeaponCard);

        OnStartSuggest?.Invoke(_suggest, this);
        int _askIndex = CE_GameManager.Instance.CurrentCharacterTurnIndex;

        Debug.Log($"{characterRef.ColorName} is suggesting {_suggest.Room.Name} with {_suggest.Weapon.Name} at {_suggest.Character.Name}");
        while (isInRoom && currentAIPhase == AIPhase.Suggest)
        {
            _askIndex++;
            _askIndex = _askIndex > CE_GameManager.Instance.AllCharacterInGame.Count - 1 ? 0 : _askIndex;
            IGamePlayable _askTo  = CE_GameManager.Instance.AllCharacterInGame[_askIndex];
            CE_Card       _result = _askTo.HandCards.GetSuggestCard(_suggest);
            OnSuggestProgress?.Invoke(_suggest, this, _askTo, _result);
            Debug.Log($"{_askTo.CharacterRef.ColorName} {(_result == null ? "can't" : "can")} answer.");
            if (_result != null)
            {
                NoteSystem.MatchCard(_result.ID);
                currentAIPhase = AIPhase.Idle;
            }
            if (CE_GameManager.Instance.CurrentCharacterTurnIndex == _askIndex)
            {
                CE_GameManager.Instance.EndGame();
                currentAIPhase = AIPhase.Idle;
            }
            Debug.Log($"{_askTo.CharacterRef.ColorName} {(_result == null ? "can't" : "can")} answer.");
            yield return(new WaitForSeconds(1));
        }

        nextRoomInvestigate = null;
        currentAIPhase      = AIPhase.Idle;
        yield return(new WaitForSeconds(5));
    }
Пример #4
0
 public void OnStart(IGamePlayable _gamePlayable, int _dice)
 {
 }
Пример #5
0
 public CE_Door GetNearestDoor(IGamePlayable _char) => roomDoors.OrderBy(d => Vector3.Distance(_char.CharacterRef.CharacterTransform.position, d.Position)).ToList().FirstOrDefault();